I ran across this yesterday:
http://www.anddev.org/opengl_performance_question-t751.html
It's an old thread, but the 2nd post might be helpful.

On Nov 4, 7:32 pm, yammada <adam.h...@gmail.com> wrote:
> I have an application that uses GLSurfaceView to draw OpenGL ES
> graphics.  This is all working (mostly) how I would expect.
>
> Now, I would like to implement a screenshot feature.  For normal
> views, it seems that the standard practice is to create a new Canvas
> with a Bitmap and then draw to that Canvas using View.onDraw(Canvas).
>
> I've tried using SurfaceView.draw(Canvas) in a similar fashion, but it
> always results in a blank (black) image.
>
> I've also tried using the drawing cache with the exact same result.
>
> Any ideas?

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